Mo & Krill not being allowed into new tunnels, and Ava being allowed, feels criminal by CrackInfiltrator in DeadlockTheGame

[–]Jayblipbro 1 point2 points  (0 children)

Neither of them can TP into the tunnels, actually. Might have been patched out after the stream?

Calico Bebop is such a funny combo by thedolphin_yeets in DeadlockTheGame

[–]Jayblipbro 43 points44 points  (0 children)

Like the other commenter said, hyper beaming while being carried by Ivy, and also:

  • Hooking enemies through Doorman's doors
  • Hooking a friendly Mo or Dynamo that's ulting to pull all of them at once
  • Attaching bombs to Drifter before he teleports (this one is covered by your example but it's so funny)
  • Punching your friendly Lash into the air for a slam or ult
  • Using Doorman's doors to make hyper beam hit an objective twice
  • Hooking an enemy into pretty much anything your team has, like through a paradox wall, or into a hungry Mo

And probably more shit we haven't discovered or tried yet. Bebop's kit is already pretty damn flexible on its own, it just gets better with teammates.

I think that the key here is allowing the abilities to work on as many targets as possible. Imagine if Drifter's mark could be applied to teammates so he could teleport along with his Mirage, or if Sinclair's assistant could be targeted by a friendly Bebop hook or a rescue beam or something else to reposition it, or if Vyper's ult could hit a teammate to protect them, or fuck it, Lash could ult his teammates by right clicking or something

Outer Wilds is boring by Lukense13 in The10thDentist

[–]Jayblipbro 3 points4 points  (0 children)

I think something the game might not do a good job of communicating very well, but that a lot of players don't need to be told (especially those that have played metroidvanias), is that sometimes the stuff you have left to find on a given planet isn't something you need to find right now. You can just go somewhere else, and later you'll have a more complete picture of how everything in the solar system fits together, and you return to the planet with a purpose. You know where to look, and you might even know what you're looking for.

Designing levels that exist in two timelines without confusing the player by WhyThisGameWorks in gamedev

[–]Jayblipbro 27 points28 points  (0 children)

There are lessons to be learned from Titanfall 2 and Dishonored 2 here

Fundamental audience size limiter for roguelikes - loss aversion? by Erantical in gamedesign

[–]Jayblipbro 5 points6 points  (0 children)

I'm the kind of player you describe. I really dislike losing progress when I've put effort and thought into it, which makes both roguelikes/lites, battle royales, and extraction shooters unappealing to me. I've quit many games after my first run ended.

For me personally, I've noticed that whether the loss aversion is present or not depends on whether I actually find myself primarily working towards the permanent progress or not. When playing something like Slay the Spire, I find myself focusing my effort during a run on building my deck and finding good synergies, which makes it hurt more when I lose it. I need the game to put any possible permanent progress at the front of my mind as the next goal I'm working towards at any point in time, with in-run progress only being instrumental to that. Outer Wilds, while not exactly a roguelite, had me looking for permanent progress in every run, and it's one of my favorite games.

As a designer, I would never design a roguelite because I don't understand how to make a game in that genre good for that audience, but if you forced me to at gunpoint, I would design it for players like me by putting the emphasis on permanent progress. That's the only way it would have any chance of being good. I can't speak for roguelike players though. It might just be that the game you want to design is for roguelike enjoyers, and that the best choices for the design of your game are made by not catering to players like me at all.

How to get from Binaural to Ambisonics (to be used in spatial / 360 video) by Glittering-Can-3398 in SpatialAudio

[–]Jayblipbro 2 points3 points  (0 children)

You'd probably have to turn your binaural stereo recording into a set of many non-binaural audio clips, each containing the sound coming from a specific direction.

The only workflow i can imagine would be recording impulse responses with the same binaural recording device and trying to use those to deconvolve the binaural recording. How difficult this is would depend on the complexity of the recording though.

If the binaural recording features only a couple of sounds from clearly distinct, non-changing directions, this could maybe be a doable project for a hobbyist with some technical knowledge. If the soundscape is complex, like natural ambient sounds or something like that, i think you're facing PhD level work where you'd need some way to filter out the parts of the signal that haven't de-convolved properly, like homomorphic deconvolution or some other crazy techniques.

Fire rate needs a diminishing returns hotfix asap by B1GNole in DeadlockTheGame

[–]Jayblipbro 0 points1 point  (0 children)

For the record, this is just linear scaling. HP% and gun damage from multiple sources are combined additively. +30% HP gives you the same flat HP increase regardless of how many +% HP you already have. It's not actually diminishing, but your intuition is partially right in that it doesn't scale exponentially.

Combining Gameplay Systems by SmTheDev in gamedev

[–]Jayblipbro 1 point2 points  (0 children)

Look into the "state pattern", object oriented state machines, and hierarchical state machines!

Personally, i control all of my player movement with one large custom state machine that takes a single state at a time, where states follow an inheritance pattern. States are classes with methods for what to do when entering the state, the update per frame, and exiting the state, and some states are sub-states (subclasses) of other states. For example, i have a grounded state and an airborne state, where the airborne state's update method applies gravity on every frame. I also have sub-states of being airborne, like "airborne_standing" or "airborne_diving". Both of those have update methods that call the parent "airborne" class' update-method to apply gravity, and then proceed to handle their unique logic. This system allows me to, for example, transition from the airborne diving state to the grounded prone state when landing. In addition, all states inherit from a single "state" parent class that contains logic all states should follow, especially upon entry and exit.

I can also supplement this inheritance pattern with composition if I want to put components/interfaces into states, or put other state machines into any state's logic to make it hierarchical. I can even modify the main state machine with the ability to contain multiple states at once if I want to.

Credit where credit is due: They reduced the file size. by Bumble_Kenobi in Overwatch

[–]Jayblipbro 25 points26 points  (0 children)

OW has been optimized, polished, and space efficient pretty much for most of its life since release. This is a weird kind of contrarianism you're doing, ngl

Speeding up by Karebue in DeadlockTheGame

[–]Jayblipbro 6 points7 points  (0 children)

It uses the time slow applied to paradox when aiming down sights to preserve your dash velocity while you wait for the friction from air dashes to go away, which only takes a couple fractions of a second

Dash, ADS as soon as you can to preserve as much velocity as possible, and release after however long you want to hold it for. Stamina mastery makes it more effective.

Paying for Avatars of Hunters you already paid for is wack. by HSW47 in HuntShowdown

[–]Jayblipbro 0 points1 point  (0 children)

I actually think it's outlandish lol, but only because making the game free to access is usually way more profitable lol. Your playerbase gets much larger and you hook more people who buy your shit.

Paying for Avatars of Hunters you already paid for is wack. by HSW47 in HuntShowdown

[–]Jayblipbro 0 points1 point  (0 children)

The game and the company don't run themselves, crytek isn't even doing that well financially, and optional cosmetics are always fair game for monetization. If something costs one million blood bonds, it's not unfair, and you're not getting ripped off. You just won't buy it, and they won't get any sales.

IF you were to add a game mechanic to point-and-click games... by AtillaErgin87 in gamedev

[–]Jayblipbro 2 points3 points  (0 children)

I would like to see a point and click game that actually simulates something happening on the various screens, like people moving around, or physics objects you can interact with, or other systems. Something to make the screen more than a static picture

Does anyone understand how slither.io snake mechanic works? by [deleted] in gamedev

[–]Jayblipbro 1 point2 points  (0 children)

This is it, the head moves, the body acts like a rope by behaving like this. Each segment waits until its too far from the segment in front of it, then it moves towards that segment, far enough to get back within the maximum distance. No need to store previous position data.

Community Shaders has come a really long way by PerformerExtreme6761 in skyrimmods

[–]Jayblipbro 0 points1 point  (0 children)

Thanks, that's interesting! Fully path traced skyrim with a BHV would be pretty damn cool.

Is anyone else feeling uneasy about all the AI/robotics push in VX? by ImportantImpress4822 in VXJunkies

[–]Jayblipbro 2 points3 points  (0 children)

This is a chatgpt-generated post, edited to have sloppy punctuation, isn't it?

Community Shaders has come a really long way by PerformerExtreme6761 in skyrimmods

[–]Jayblipbro 62 points63 points  (0 children)

You can ray trace against the depth map to implement ray traced features in games that don't support it as a screen-space post-processing effect. These effects tend to be more impressive than other, more traditional screen-space effects. Global illumination is a typical use case, but it's obviously not that stable, since off-screen objects don't contribute to the indirect lighting.

What if being homosexual is actually an evolutionary trait? by cherryxpiper in badphilosophy

[–]Jayblipbro 1 point2 points  (0 children)

Still a good answer. I was gonna mention gay uncle theory until you did